#version 130

in vec3 vVertex;
in vec3 vNormal;
in vec3 vColor;

out vec3 fColor;
out vec3 fNormal;

void main()
{
	gl_Position = gl_ModelViewProjectionMatrix * vec4(vVertex, 1.0);
	
	fColor = vColor;
	fNormal = vNormal;
}